Finished the texture and rig for the ghost woman enemy type for today's Nightmare Kart dev post!
While she is 'finished', this isn't the final look as there will be a special shader that'll make her fully translucent with a panning ethereal cloud texture like the other phantoms in the game. I don't have that with me at the moment however (on vacation and stuck with an old laptop) so that's it for this character for now!
2024-12-20 21:53:48 +0000 UTC
View Post
Made a lot of progress on the ghost woman enemy for today's Nightmare Kart dev thread! The base texture is finished, but I'm considering adding blood and grime on her as well. I also added a pattern along the hem of her dress to make the design more interesting.
2024-12-20 06:20:19 +0000 UTC
View Post
Starting work on a new enemy for today's Nightmare Kart dev post!
Harpies will be part of the snow level's exterior, and the ghost woman will be part of the interiors. The ghost woman in Bloodbornes snowy Cainhurst castle level wore lavish dresses, so I put mine in a nighty to further differentiate them from the inspiration.
2024-12-19 02:41:12 +0000 UTC
View Post
Doing some more work on the snow castle track for today's Nightmare Kart dev post! I polished the cliff dropoff, making it properly fade to darkness as well as adding in a reset volume in case a player misses the jump.
I also extended the track wall a little bit more, adding a second 'elbow' piece, which now have snowy versions of the forbidden forest cannons on them.
2024-12-10 23:15:16 +0000 UTC
View Post
Worked on the snow castle level some more for today's Nightmare Kart dev post!
On top of extending the bottom track by a small amount, I also made a new snowy version of the wooden fence texture, and also added some more collision and textures on the 'riding atop the castle wall' segment of the track:
2024-12-07 21:54:48 +0000 UTC
View Post
Made big progress on the snow castle map for today's Nightmare Kart dev post!
Finished up some of Mino's castle buildings and textures and got them all set up in engine, and created the castle entrance that the racer will both drive through and on top of for the race.
2024-12-07 17:05:36 +0000 UTC
View Post
As a physical Nightmare Kart cabinet is being made by Arcade Commons, getting arcade mode up and running is priority, so this will be the focus of todays Nightmare Kart dev post!
While this is primarily goingto be made for the physical cabinet, it will also be available to use in the retail version via the extras menu. Once you switch the game to arcade mode, it will restart with a streamlined experience to get players into the game faster, with horizontal based selections menus so they...
2024-12-03 20:48:23 +0000 UTC
View Post
Made a rudimentary true flight NPC navigation system for today's Nightmare Kart update!
The system simply turns the flying harpy towards their target and impulses forward, pitching up or down to get over / under an obstacle using a simple trace system. It can't turn left or right to move around obstacles as true path-finding in 3D space wouldn't be worth the many many hours of programming required to program IMO.
That being said, if the harpy bonks into a wall it will either pla...
2024-12-02 03:49:53 +0000 UTC
View Post
Due to popular demand, the harpy will now be playable as a fodder racer!
I still have yet to implement the menu assets (icon, announcer VO by wes wiggins, and other misc code things) so she can only be played by dev hacks but she is technically at a playable state!
2024-12-01 03:00:02 +0000 UTC
View Post
Worked on the harpy enemies some more! I updated the model to make it digitigrade to bring it closer to actual birds. I then made some basic animations and got the model imported into Unreal Engine. Check it out!
2024-11-30 01:01:18 +0000 UTC
View Post
Made a new enemy for the new snow environment. I started with gargoyles but ended up with something more harpy-like. Now that we are free from the Bloodborne IP, I wanted to make some new monsters that weren't featured there. Seeing as most of the are of the 'generic halloween' variety, I felt that a harpy would fit in perfectly.
Harpies are usually depicted with both feathers and skin, but I decided to make the monster mostly feathers due to the cold environment.
2024-11-28 20:56:55 +0000 UTC
View Post
Added more of Mino's cut snow castle textures into the game! The turret and window textures are in, as well as a 'brick top' which has icicles coming off of it
2024-11-26 21:53:37 +0000 UTC
View Post
Worked on more snow effects! I wanted the snow to change how the game was played without affecting handling in an annoying way, so on top of making more textures (and importing the snow stone wall texture that mino made back before we cut the level for time) I also made these 'snow clod' destructables that will actively slow the player down an amount based on their weight class.
I also improved the 'kick up' snow particle effects and even made a falling snow particle!
2024-11-25 23:34:08 +0000 UTC
View Post
We are finally back to Nightmare Kart DLC after working on the bunlith video, and we are starting with a new track, which will be inspired by Cainhurst castle from Bloodborne!
Before we work on any of the fun castle assets, we need to work on the new snow ground type, which will kick up a snow cloud, limiting visibility for any drivers behind you. The amount of particles will def need to be dialed in as development progresses but for now this is how it looks!
2024-11-24 23:53:23 +0000 UTC
View Post
All the hanger shots are finished for the new bunlith animation!
This technically means all the shots are finshed outside of the logo and the 'painted ending' slide (which will be in engine like the rest of the shots)
I got the logo commission from Bahk, but it needs to be integrated into blender so i can make a little animation, which will be handled next time!
2024-11-05 19:47:31 +0000 UTC
View Post
Primarily worked on 'mech hanger' textures for the next bunlith animation today. Decided to use metal gear solid and halo 3 as main points of inspiration (but more colorful as that's how I roll).
Wasn't able to do any animation, but I believe these are the last textures I need to make for it, which is really exciting!
2024-10-31 23:57:33 +0000 UTC
View Post
Here's more progress on the new Bunlith animation!
I was originally going to do a hanger shot showing off the armored core, but I realized I dont have anything introducing the zipper dress Bunlith model so I decided to focus on that instead. Also 'running with toast in your mouth' trope
2024-10-30 19:19:54 +0000 UTC
View Post
Made more progress on the 'Anime OP' style Bunlith animation!
In the quest to cram in as many anime tropes as I can in this, I decided to honor the 'edgy rivalry cross paths' trope that is super common
2024-10-28 21:39:04 +0000 UTC
View Post
Here's more progress shots for the next Bunlith 'anime op' style animation! I'm trying to cram in as many tropes as possible and I couldn't pass up a good 'notices you' montage, that's a classic!
This will be playing at the very start of the animation, the fake logo I still need to commission will play right after whats shown here.
And for those here for game development updates, don't worry, we'll be back to that after this animation is complete!
2024-10-27 14:16:33 +0000 UTC
View Post
Hey all!
I've been working on the next big Bunlith animation, this one being the most ambitious one yet!
This patreon was created to provide a structured behind the scenes look at only my game projects, but after some thought I realized that people do have interest in my other, non game projects as well, and this patreon is for 'LWMedia', which the bunlith animations fall under, so here we are!
This Bunlith animation it called 'This Anime Does Not Exist' (or 'Do Not Watch Th...
2024-10-25 19:12:02 +0000 UTC
View Post
Working on power up animations for the chariot kart for today's Nightmare Kart dev thread!
Added support for all the consumables, firearms, melee weapons and the new molotov power up!
2024-10-07 23:03:31 +0000 UTC
View Post
Worked on integrating the Chariot Kart for today's Nighmare Kart dev post! The base movement animations (Idle, drive, drift + all the turn variations) have been created and integrated.
I also made the kart lean forward and backwards based on the left joystick's Y axis. It doesn't actually alter gameplay at all, and purely exists for game feel.
2024-10-06 21:54:29 +0000 UTC
View Post
Working on local achievement unlocking for today's Nightmare Kart dev post!
There was no support for them on non-steam versions of the game (like the one distributed through itch) so I went ahead and wrote a local system.
Its a bit on the simplistic side but I think it's more than good enough!
2024-09-23 22:31:39 +0000 UTC
View Post
Working on the last (?) stat before we can fully integrate achievements for today's Nightmare Kart dev post! I made a global timer that will increment a new 'time played' stat in the campaigns progression down to ~1/10th of a second. This is then saved to file and will be displayed in the load menu
2024-09-20 16:26:16 +0000 UTC
View Post
We got steam achievements working!
Long story short, the steam SDK is finally integrated into the engine, meaning that we can unlock achievements. Paired with our stat tracker, we can finally roll out full cheevo support!
Stay tuned for the next update (1.12), coming soon!
2024-09-14 22:21:19 +0000 UTC
View Post
Working on more stat tracking for steam achievements for today's Nightmare Kart dev thread!
Kill streaks, multi kills, Power ups collected, time airborne, distance traveled / drifted and longest single drift have all been added to the stat tracker!
2024-08-30 23:20:29 +0000 UTC
View Post
Working on statistics for today's Nightmare Kart dev post!
The next update will include steam achievements, and before we can integrate those we need a proper stat tracker, so here we are!
The stats page can be accessed via the new 'extras' menu (which cheats have also been moved to). Right now only favorite racer, completed matches, deaths and boosts are integrated, but adding the rest should hopefully be much easier now that all the menu functionality is completed!
2024-08-27 00:09:05 +0000 UTC
View Post
Finished texturing the chariot kart for today's Nightmare Kart dev post, have a look!
Really happy with how this one turned out; cant wait to get it in engine!
2024-08-11 22:44:40 +0000 UTC
View Post
Finishing up first person mode for today's Nightmare Kart dev post!
First person mode turns the racer mesh invisible, but that was also true if viewed at by other cameras, so I used Unreal Engine's built in function that lets the racer mesh be invisible to the first person player's camera, but still visible from any other camera!
And, like the rest of the games features, it took a bit of unique code to get Nicholas up and running alongside the rest of the karts ;)
2024-08-08 21:08:08 +0000 UTC
View Post
Changed gears to working on the first person mode today's Nightmare Kart dev thread!
This is technically going to be included in the next update, which isn't the DLC, but I will still tag it as such as I believe its in the spirit of 'cool new stuff that patreon subscribers want to see', which is why most of you are here :)
This first person mode is integrated into the camera distance accessibility feature as a third setting, which can now be switched between by clicking the right...
2024-08-08 04:00:42 +0000 UTC
View Post